function promode.init()
common.init()
weaponeffects.init()

spike_sound_gen_speed = load_particle("spike_bounce_sound_gen.obj")
spike_sound_gen_time = load_particle("spike_bounce_sound_gen.obj")
bouncy_sound_gen_time = load_particle("bouncy_bounce_sound_gen.obj")
zimm_sound_gen_time = load_particle("zimm_bounce_sound_gen.obj")
nuke_sound_gen_time = load_particle("nuke_bounce_sound_gen.obj")

	function promode.spike_sound_gen_speed(object)
		if vector_distance( object:spd() ) > 0.5 then
			object:shoot(spike_sound_gen_speed, 1, 0, 0, 0, 0, 0, 0, 0)
		end
	end

	function promode.bouncy_sound_gen_time(object)
		if object:data().timer > 1 then
			object:shoot(bouncy_sound_gen_time, 1, 0, 0, 0, 0, 0, 0, 0)
		end
		object:data().timer = 0
	end


	function promode.time_init(object)
		object:data().timer = 50
	end


	function promode.time_set_zero(object)
		object:data().timer = 0
	end


	function promode.time_increment(object)
		object:data().timer = object:data().timer + 1
	end





	function promode.spike_sound_gen_time(object)
		if object:data().timer > 1 then
			object:shoot(spike_sound_gen_time, 1, 0, 0, 0, 0, 0, 0, 0)
		end
		object:data().timer = 0
	end


	function promode.nuke_sound_gen_time(object)
		if vector_distance( object:spd() ) > 0.5 and object:data().timer > 1 then
			object:shoot(nuke_sound_gen_time, 1, 0, 0, 0, 0, 0, 0, 0)
		end
		object:data().timer = 0
	end
end
